/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using UnityEngine;
using System;
using System.Collections;

namespace Spine.Unity {
    [AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
    public abstract class SpineAttributeBase : PropertyAttribute {
        public string dataField = "";
        public string startsWith = "";
        public bool includeNone = true;
        public bool fallbackToTextField = false;
    }

    public class SpineBone : SpineAttributeBase {
        /// <summary>
        /// Smart popup menu for Spine Bones
        /// </summary>
        /// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
        /// <param name="includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
        /// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
        /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
        /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
        /// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
        /// </param>
        public SpineBone(string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
            this.startsWith = startsWith;
            this.dataField = dataField;
            this.includeNone = includeNone;
            this.fallbackToTextField = fallbackToTextField;
        }

        public static Spine.Bone GetBone(string boneName, SkeletonRenderer renderer) {
            return renderer.skeleton == null ? null : renderer.skeleton.FindBone(boneName);
        }

        public static Spine.BoneData GetBoneData(string boneName, SkeletonDataAsset skeletonDataAsset) {
            var data = skeletonDataAsset.GetSkeletonData(true);
            return data.FindBone(boneName);
        }
    }

    public class SpineSlot : SpineAttributeBase {
        public bool containsBoundingBoxes = false;

        /// <summary>
        /// Smart popup menu for Spine Slots
        /// </summary>
        /// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
        /// <param name="containsBoundingBoxes">Disables popup results that don't contain bounding box attachments when true.</param>
        /// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
        /// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
        /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
        /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
        /// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
        /// </param>
        public SpineSlot(string startsWith = "", string dataField = "", bool containsBoundingBoxes = false, bool includeNone = true, bool fallbackToTextField = false) {
            this.startsWith = startsWith;
            this.dataField = dataField;
            this.containsBoundingBoxes = containsBoundingBoxes;
            this.includeNone = includeNone;
            this.fallbackToTextField = fallbackToTextField;
        }
    }

    public class SpineAnimation : SpineAttributeBase {
        /// <summary>
        /// Smart popup menu for Spine Animations
        /// </summary>
        /// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
        /// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
        /// <param name="includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
        /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
        /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
        /// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
        /// </param>
        public SpineAnimation(string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
            this.startsWith = startsWith;
            this.dataField = dataField;
            this.includeNone = includeNone;
            this.fallbackToTextField = fallbackToTextField;
        }
    }

    public class SpineEvent : SpineAttributeBase {
        /// <summary>
        /// Smart popup menu for Spine Events (Spine.EventData)
        /// </summary>
        /// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
        /// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
        /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
        /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
        /// If left empty and the script the attribute is applied to is derived from Component, GetComponent(SkeletonRenderer)() will be called as a fallback.
        /// </param>
        /// <param name="fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
        public bool audioOnly = false;

        public SpineEvent(string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false, bool audioOnly = false) {
            this.startsWith = startsWith;
            this.dataField = dataField;
            this.includeNone = includeNone;
            this.fallbackToTextField = fallbackToTextField;
            this.audioOnly = audioOnly;
        }
    }

    public class SpineIkConstraint : SpineAttributeBase {
        /// <summary>
        /// Smart popup menu for Spine IK Constraints (Spine.IkConstraint)
        /// </summary>
        /// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
        /// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
        /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
        /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
        /// If left empty and the script the attribute is applied to is derived from Component, GetComponent(SkeletonRenderer)() will be called as a fallback.
        /// </param>
        /// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
        public SpineIkConstraint(string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
            this.startsWith = startsWith;
            this.dataField = dataField;
            this.includeNone = includeNone;
            this.fallbackToTextField = fallbackToTextField;
        }
    }

    public class SpineTransformConstraint : SpineAttributeBase {
        /// <summary>
        /// Smart popup menu for Spine Transform Constraints (Spine.TransformConstraint)
        /// </summary>
        /// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
        /// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
        /// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
        /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
        /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
        /// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
        /// </param>
        public SpineTransformConstraint(string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
            this.startsWith = startsWith;
            this.dataField = dataField;
            this.includeNone = includeNone;
            this.fallbackToTextField = fallbackToTextField;
        }
    }

    public class SpinePathConstraint : SpineAttributeBase {
        /// <summary>
        /// Smart popup menu for Spine Events (Spine.PathConstraint)
        /// </summary>
        /// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
        /// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
        /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
        /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
        /// If left empty and the script the attribute is applied to is derived from Component, GetComponent(SkeletonRenderer)() will be called as a fallback.
        /// </param>
        public SpinePathConstraint(string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
            this.startsWith = startsWith;
            this.dataField = dataField;
            this.includeNone = includeNone;
            this.fallbackToTextField = fallbackToTextField;
        }
    }

    public class SpineSkin : SpineAttributeBase {
        /// <summary>
        /// Smart popup menu for Spine Skins
        /// </summary>
        /// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
        /// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
        /// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
        /// <param name = "defaultAsEmptyString">If true, the default choice will be serialized as an empty string.</param>
        /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
        /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
        /// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
        /// </param>
        public bool defaultAsEmptyString = false;

        public SpineSkin(string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false, bool defaultAsEmptyString = false) {
            this.startsWith = startsWith;
            this.dataField = dataField;
            this.includeNone = includeNone;
            this.fallbackToTextField = fallbackToTextField;
            this.defaultAsEmptyString = defaultAsEmptyString;
        }
    }

    public class SpineAttachment : SpineAttributeBase {
        public bool returnAttachmentPath = false;
        public bool currentSkinOnly = false;
        public bool placeholdersOnly = false;
        public string skinField = "";
        public string slotField = "";

        /// <summary>
        /// Smart popup menu for Spine Attachments
        /// </summary>
        /// <param name="currentSkinOnly">Filters popup results to only include the current Skin. Only valid when a SkeletonRenderer is the data source.</param>
        /// <param name="returnAttachmentPath">Returns a fully qualified path for an Attachment in the format "Skin/Slot/AttachmentName". This path format is only used by the SpineAttachment helper methods like SpineAttachment.GetAttachment and .GetHierarchy. Do not use full path anywhere else in Spine's system.</param>
        /// <param name="placeholdersOnly">Filters popup results to exclude attachments that are not children of Skin Placeholders</param>
        /// <param name="slotField">If specified, a locally scoped field with the name supplied by in slotField will be used to limit the popup results to children of a named slot</param>
        /// <param name="skinField">If specified, a locally scoped field with the name supplied by in skinField will be used to limit the popup results to entries of the named skin</param>
        /// <param name="includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
        /// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
        /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
        /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
        /// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
        /// </param>
        public SpineAttachment(bool currentSkinOnly = true, bool returnAttachmentPath = false, bool placeholdersOnly = false, string slotField = "", string dataField = "", string skinField = "", bool includeNone = true, bool fallbackToTextField = false) {
            this.currentSkinOnly = currentSkinOnly;
            this.returnAttachmentPath = returnAttachmentPath;
            this.placeholdersOnly = placeholdersOnly;
            this.slotField = slotField;
            this.dataField = dataField;
            this.skinField = skinField;
            this.includeNone = includeNone;
            this.fallbackToTextField = fallbackToTextField;
        }

        public static SpineAttachment.Hierarchy GetHierarchy(string fullPath) {
            return new SpineAttachment.Hierarchy(fullPath);
        }

        public static Spine.Attachment GetAttachment(string attachmentPath, Spine.SkeletonData skeletonData) {
            var hierarchy = SpineAttachment.GetHierarchy(attachmentPath);
            return string.IsNullOrEmpty(hierarchy.name) ? null : skeletonData.FindSkin(hierarchy.skin).GetAttachment(skeletonData.FindSlotIndex(hierarchy.slot), hierarchy.name);
        }

        public static Spine.Attachment GetAttachment(string attachmentPath, SkeletonDataAsset skeletonDataAsset) {
            return GetAttachment(attachmentPath, skeletonDataAsset.GetSkeletonData(true));
        }

        /// <summary>
        /// A struct that represents 3 strings that help identify and locate an attachment in a skeleton.</summary>
        public struct Hierarchy {
            public string skin;
            public string slot;
            public string name;

            public Hierarchy(string fullPath) {
                string[] chunks = fullPath.Split(new char[] { '/' }, System.StringSplitOptions.RemoveEmptyEntries);
                if (chunks.Length == 0) {
                    skin = "";
                    slot = "";
                    name = "";
                    return;
                } else if (chunks.Length < 2) {
                    throw new System.Exception("Cannot generate Attachment Hierarchy from string! Not enough components! [" + fullPath + "]");
                }
                skin = chunks[0];
                slot = chunks[1];
                name = "";
                for (int i = 2; i < chunks.Length; i++) {
                    name += chunks[i];
                }
            }
        }
    }

    public class SpineAtlasRegion : PropertyAttribute {
        public string atlasAssetField;

        public SpineAtlasRegion(string atlasAssetField = "") {
            this.atlasAssetField = atlasAssetField;
        }
    }
}
